/*
 ------------------------------------------------------------------------------
 Copyright (C) 2013 Eternal Games.

 This file is part of the EternalTech source code.

 The EternalTech source code is free software; you can redistribute it and/or
 modify it under the terms of the GNU General Public License as published by
 the Free Software Foundation; either version 2 of the License, or (at your
 option) any later version.

 The EternalTech source code is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
 or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License for
 more details.

 You should have received a copy of the GNU General Public License along with
 the EternalTech source code; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
 ------------------------------------------------------------------------------
*/


//
// ai_routing.cpp - ...
//

// NOTE:
// - Both Quake 3 and Doom 3 uses areas/portals/clusters to determine the routing stuff, Quake has none of these so maybe we could
// use the leafs instaid?
// - What this will do here is calculating the routing time from A to B, this will eventually play out in-game where the AI can think
// better where we want to go by going into these routing cache stuff since it has all the possible ways in a map stored


#include "ai_local.h"